X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_backend.c;h=fa0aba57999ad42dfa2d22200b134a8cb3826a27;hp=b77e5fb9e1c0604c1eb3e177f07b143f5a2ef56f;hb=ce1f098cd683f58c4d99bb1f53182f6f66c3f30c;hpb=a19dce25671ecfa28e4eb3861f8636750bf3ba68 diff --git a/gl_backend.c b/gl_backend.c index b77e5fb9..fa0aba57 100644 --- a/gl_backend.c +++ b/gl_backend.c @@ -5,6 +5,7 @@ cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1", "use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)"}; cvar_t gl_mesh_testarrayelement = {0, "gl_mesh_testarrayelement", "0", "use glBegin(GL_TRIANGLES);glArrayElement();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"}; cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0", "use glBegin(GL_TRIANGLES);glTexCoord2f();glVertex3f();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"}; +cvar_t gl_mesh_prefer_short_elements = {0, "gl_mesh_prefer_short_elements", "1", "use GL_UNSIGNED_SHORT element arrays instead of GL_UNSIGNED_INT"}; cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"}; cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"}; @@ -12,7 +13,12 @@ cvar_t r_render = {0, "r_render", "1", "enables rendering calls (you want this o cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"}; cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"}; cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1", "enables OpenGL dithering (16bit looks bad with this off)"}; -cvar_t gl_lockarrays = {0, "gl_lockarrays", "1", "enables use of glLockArraysEXT, may cause glitches with some broken drivers"}; +cvar_t gl_lockarrays = {0, "gl_lockarrays", "0", "enables use of glLockArraysEXT, may cause glitches with some broken drivers, and may be slower than normal"}; +cvar_t gl_lockarrays_minimumvertices = {0, "gl_lockarrays_minimumvertices", "1", "minimum number of vertices required for use of glLockArraysEXT, setting this too low may reduce performance"}; +cvar_t gl_vbo = {CVAR_SAVE, "gl_vbo", "3", "make use of GL_ARB_vertex_buffer_object extension to store static geometry in video memory for faster rendering, 0 disables VBO allocation or use, 1 enables VBOs for vertex and triangle data, 2 only for vertex data, 3 for vertex data and triangle data of simple meshes (ones with only one surface)"}; + +cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"}; +qboolean v_flipped_state = false; int gl_maxdrawrangeelementsvertices; int gl_maxdrawrangeelementsindices; @@ -131,8 +137,8 @@ for (y = 0;y < rows - 1;y++) } */ -int polygonelements[(POLYGONELEMENTS_MAXPOINTS-2)*3]; -int quadelements[QUADELEMENTS_MAXQUADS*6]; +unsigned short polygonelements[(POLYGONELEMENTS_MAXPOINTS-2)*3]; +unsigned short quadelements[QUADELEMENTS_MAXQUADS*6]; void GL_Backend_AllocArrays(void) { @@ -142,9 +148,24 @@ void GL_Backend_FreeArrays(void) { } +void GL_VBOStats_f(void) +{ + GL_Mesh_ListVBOs(true); +} + +typedef struct gl_bufferobjectinfo_s +{ + int target; + int object; + size_t size; + char name[MAX_QPATH]; +} +gl_bufferobjectinfo_t; + +memexpandablearray_t gl_bufferobjectinfoarray; + static void gl_backend_start(void) { - Con_Print("OpenGL Backend starting...\n"); CHECKGLERROR if (qglDrawRangeElements != NULL) @@ -154,7 +175,7 @@ static void gl_backend_start(void) CHECKGLERROR qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices); CHECKGLERROR - Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices); + Con_DPrintf("GL_MAX_ELEMENTS_VERTICES = %i\nGL_MAX_ELEMENTS_INDICES = %i\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices); } backendunits = bound(1, gl_textureunits, MAX_TEXTUREUNITS); @@ -167,18 +188,18 @@ static void gl_backend_start(void) CHECKGLERROR qglGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, (int *)&backendarrayunits); CHECKGLERROR - Con_Printf("GLSL shader support detected: texture units = %i texenv, %i image, %i array\n", backendunits, backendimageunits, backendarrayunits); + Con_DPrintf("GLSL shader support detected: texture units = %i texenv, %i image, %i array\n", backendunits, backendimageunits, backendarrayunits); backendimageunits = bound(1, backendimageunits, MAX_TEXTUREUNITS); backendarrayunits = bound(1, backendarrayunits, MAX_TEXTUREUNITS); } - else if (backendunits > 1) - Con_Printf("multitexture detected: texture units = %i\n", backendunits); else - Con_Printf("singletexture\n"); + Con_DPrintf("GL_MAX_TEXTUREUNITS = %i\n", backendunits); GL_Backend_AllocArrays(); - Con_Printf("OpenGL backend started.\n"); + Mem_ExpandableArray_NewArray(&gl_bufferobjectinfoarray, r_main_mempool, sizeof(gl_bufferobjectinfo_t), 128); + + Con_DPrintf("OpenGL backend started.\n"); CHECKGLERROR @@ -192,7 +213,9 @@ static void gl_backend_shutdown(void) backendarrayunits = 0; backendactive = false; - Con_Print("OpenGL Backend shutting down\n"); + Con_DPrint("OpenGL Backend shutting down\n"); + + Mem_ExpandableArray_FreeArray(&gl_bufferobjectinfoarray); GL_Backend_FreeArrays(); } @@ -225,8 +248,11 @@ void gl_backend_init(void) Cvar_RegisterVariable(&r_render); Cvar_RegisterVariable(&r_waterwarp); Cvar_RegisterVariable(&gl_polyblend); + Cvar_RegisterVariable(&v_flipped); Cvar_RegisterVariable(&gl_dither); Cvar_RegisterVariable(&gl_lockarrays); + Cvar_RegisterVariable(&gl_lockarrays_minimumvertices); + Cvar_RegisterVariable(&gl_vbo); Cvar_RegisterVariable(&gl_paranoid); Cvar_RegisterVariable(&gl_printcheckerror); #ifdef NORENDER @@ -236,28 +262,70 @@ void gl_backend_init(void) Cvar_RegisterVariable(&gl_mesh_drawrangeelements); Cvar_RegisterVariable(&gl_mesh_testarrayelement); Cvar_RegisterVariable(&gl_mesh_testmanualfeeding); + Cvar_RegisterVariable(&gl_mesh_prefer_short_elements); + + Cmd_AddCommand("gl_vbostats", GL_VBOStats_f, "prints a list of all buffer objects (vertex data and triangle elements) and total video memory used by them"); R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap); } +void GL_SetMirrorState(qboolean state); + void GL_SetupView_Orientation_Identity (void) { backend_viewmatrix = identitymatrix; + GL_SetMirrorState(false); memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix)); } void GL_SetupView_Orientation_FromEntity(const matrix4x4_t *matrix) { matrix4x4_t tempmatrix, basematrix; - Matrix4x4_Invert_Simple(&tempmatrix, matrix); + Matrix4x4_Invert_Full(&tempmatrix, matrix); Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0); Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1); Matrix4x4_Concat(&backend_viewmatrix, &basematrix, &tempmatrix); + + GL_SetMirrorState(v_flipped.integer); + if(v_flipped_state) + { + Matrix4x4_Transpose(&basematrix, &backend_viewmatrix); + Matrix4x4_ConcatScale3(&basematrix, -1, 1, 1); + Matrix4x4_Transpose(&backend_viewmatrix, &basematrix); + } + //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0); //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0); //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1); //Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]); + + // force an update of the model matrix by copying it off, resetting it, and then calling the R_Mesh_Matrix function with it + tempmatrix = backend_modelmatrix; memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix)); + R_Mesh_Matrix(&tempmatrix); +} + +static void GL_BuildFrustum(double m[16], double left, double right, double bottom, double top, double nearVal, double farVal) +{ + m[0] = 2 * nearVal / (right - left); + m[1] = 0; + m[2] = 0; + m[3] = 0; + + m[4] = 0; + m[5] = 2 * nearVal / (top - bottom); + m[6] = 0; + m[7] = 0; + + m[8] = (right + left) / (right - left); + m[9] = (top + bottom) / (top - bottom); + m[10] = - (farVal + nearVal) / (farVal - nearVal); + m[11] = -1; + + m[12] = 0; + m[13] = 0; + m[14] = - 2 * farVal * nearVal / (farVal - nearVal); + m[15] = 0; } void GL_SetupView_Mode_Perspective (double frustumx, double frustumy, double zNear, double zFar) @@ -267,10 +335,18 @@ void GL_SetupView_Mode_Perspective (double frustumx, double frustumy, double zNe // set up viewpoint CHECKGLERROR qglMatrixMode(GL_PROJECTION);CHECKGLERROR - qglLoadIdentity();CHECKGLERROR // set view pyramid +#if 1 + // avoid glGetDoublev whenever possible, it may stall the render pipeline + // in the tested cases (nvidia) no measurable fps difference, but it sure + // makes a difference over a network line with GLX + GL_BuildFrustum(m, -frustumx * zNear, frustumx * zNear, -frustumy * zNear, frustumy * zNear, zNear, zFar); + qglLoadMatrixd(m);CHECKGLERROR +#else + qglLoadIdentity();CHECKGLERROR qglFrustum(-frustumx * zNear, frustumx * zNear, -frustumy * zNear, frustumy * zNear, zNear, zFar);CHECKGLERROR qglGetDoublev(GL_PROJECTION_MATRIX, m);CHECKGLERROR +#endif Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m); qglMatrixMode(GL_MODELVIEW);CHECKGLERROR GL_SetupView_Orientation_Identity(); @@ -310,6 +386,29 @@ void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double frustumx, double frust Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m); } +static void GL_BuildOrtho(double m[16], double left, double right, double bottom, double top, double zNear, double zFar) +{ + m[0] = 2/(right - left); + m[1] = 0; + m[2] = 0; + m[3] = 0; + + m[4] = 0; + m[5] = 2/(top - bottom); + m[6] = 0; + m[7] = 0; + + m[8] = 0; + m[9] = 0; + m[10] = -2/(zFar - zNear); + m[11] = 0; + + m[12] = - (right + left)/(right - left); + m[13] = - (top + bottom)/(top - bottom); + m[14] = - (zFar + zNear)/(zFar - zNear); + m[15] = 1; +} + void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar) { double m[16]; @@ -317,21 +416,90 @@ void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double // set up viewpoint CHECKGLERROR qglMatrixMode(GL_PROJECTION);CHECKGLERROR +#if 1 + // avoid glGetDoublev whenever possible, it may stall the render pipeline + // in the tested cases (nvidia) no measurable fps difference, but it sure + // makes a difference over a network line with GLX + GL_BuildOrtho(m, x1, x2, y2, y1, zNear, zFar); + qglLoadMatrixd(m);CHECKGLERROR +#else qglLoadIdentity();CHECKGLERROR qglOrtho(x1, x2, y2, y1, zNear, zFar);CHECKGLERROR qglGetDoublev(GL_PROJECTION_MATRIX, m);CHECKGLERROR +#endif Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m); qglMatrixMode(GL_MODELVIEW);CHECKGLERROR GL_SetupView_Orientation_Identity(); CHECKGLERROR } +void GL_SetupView_ApplyCustomNearClipPlane(double normalx, double normaly, double normalz, double dist) +{ + double matrix[16]; + double q[4]; + double d; + float clipPlane[4], v3[3], v4[3]; + float normal[3]; + + // This is Olique Depth Projection from http://www.terathon.com/code/oblique.php + // modified to fit in this codebase. + + VectorSet(normal, normalx, normaly, normalz); + Matrix4x4_Transform3x3(&backend_viewmatrix, normal, clipPlane); + VectorScale(normal, dist, v3); + Matrix4x4_Transform(&backend_viewmatrix, v3, v4); + // FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique + clipPlane[3] = -DotProduct(v4, clipPlane); + +#if 0 +{ + // testing code for comparing results + float clipPlane2[4]; + VectorCopy4(clipPlane, clipPlane2); + R_Mesh_Matrix(&identitymatrix); + VectorSet(q, normal[0], normal[1], normal[2], -dist); + qglClipPlane(GL_CLIP_PLANE0, q); + qglGetClipPlane(GL_CLIP_PLANE0, q); + VectorCopy4(q, clipPlane); +} +#endif + + // Calculate the clip-space corner point opposite the clipping plane + // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and + // transform it into camera space by multiplying it + // by the inverse of the projection matrix + Matrix4x4_ToArrayDoubleGL(&backend_projectmatrix, matrix); + + q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + matrix[8]) / matrix[0]; + q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + matrix[9]) / matrix[5]; + q[2] = -1.0f; + q[3] = (1.0f + matrix[10]) / matrix[14]; + + // Calculate the scaled plane vector + d = 2.0f / DotProduct4(clipPlane, q); + + // Replace the third row of the projection matrix + matrix[2] = clipPlane[0] * d; + matrix[6] = clipPlane[1] * d; + matrix[10] = clipPlane[2] * d + 1.0f; + matrix[14] = clipPlane[3] * d; + + // Load it back into OpenGL + qglMatrixMode(GL_PROJECTION);CHECKGLERROR + qglLoadMatrixd(matrix);CHECKGLERROR + qglMatrixMode(GL_MODELVIEW);CHECKGLERROR + CHECKGLERROR + Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, matrix); +} + typedef struct gltextureunit_s { + const void *pointer_texcoord; + size_t pointer_texcoord_offset; + int pointer_texcoord_buffer; int t1d, t2d, t3d, tcubemap; int arrayenabled; unsigned int arraycomponents; - const void *pointer_texcoord; int rgbscale, alphascale; int combinergb, combinealpha; // FIXME: add more combine stuff @@ -351,6 +519,8 @@ static struct gl_state_s GLboolean depthmask; int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order) int depthtest; + float depthrange[2]; + float polygonoffset[2]; int alphatest; int scissortest; unsigned int unit; @@ -359,11 +529,40 @@ static struct gl_state_s float color4f[4]; int lockrange_first; int lockrange_count; + int vertexbufferobject; + int elementbufferobject; + qboolean pointer_color_enabled; const void *pointer_vertex; const void *pointer_color; + size_t pointer_vertex_offset; + size_t pointer_color_offset; + int pointer_vertex_buffer; + int pointer_color_buffer; } gl_state; +static void GL_BindVBO(int bufferobject) +{ + if (gl_state.vertexbufferobject != bufferobject) + { + gl_state.vertexbufferobject = bufferobject; + CHECKGLERROR + qglBindBufferARB(GL_ARRAY_BUFFER_ARB, bufferobject); + CHECKGLERROR + } +} + +static void GL_BindEBO(int bufferobject) +{ + if (gl_state.elementbufferobject != bufferobject) + { + gl_state.elementbufferobject = bufferobject; + CHECKGLERROR + qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, bufferobject); + CHECKGLERROR + } +} + void GL_SetupTextureState(void) { unsigned int i; @@ -381,6 +580,8 @@ void GL_SetupTextureState(void) unit->arrayenabled = false; unit->arraycomponents = 0; unit->pointer_texcoord = NULL; + unit->pointer_texcoord_buffer = 0; + unit->pointer_texcoord_offset = 0; unit->rgbscale = 1; unit->alphascale = 1; unit->combinergb = GL_MODULATE; @@ -407,6 +608,7 @@ void GL_SetupTextureState(void) for (i = 0;i < backendarrayunits;i++) { GL_ClientActiveTexture(i); + GL_BindVBO(0); qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } @@ -469,10 +671,10 @@ void GL_Backend_ResetState(void) gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1; gl_state.lockrange_first = 0; gl_state.lockrange_count = 0; - gl_state.pointer_vertex = NULL; - gl_state.pointer_color = NULL; - gl_state.cullface = GL_FRONT; // quake is backwards, this culls back faces + gl_state.cullface = v_flipped_state ? GL_BACK : GL_FRONT; // quake is backwards, this culls back faces gl_state.cullfaceenable = true; + gl_state.polygonoffset[0] = 0; + gl_state.polygonoffset[1] = 0; CHECKGLERROR @@ -486,6 +688,13 @@ void GL_Backend_ResetState(void) qglDepthFunc(GL_LEQUAL);CHECKGLERROR qglEnable(GL_DEPTH_TEST);CHECKGLERROR qglDepthMask(gl_state.depthmask);CHECKGLERROR + qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]); + + if (gl_support_arb_vertex_buffer_object) + { + qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0); + qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0); + } qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR @@ -589,31 +798,70 @@ void GL_DepthTest(int state) } } +void GL_DepthRange(float nearfrac, float farfrac) +{ + if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac) + { + gl_state.depthrange[0] = nearfrac; + gl_state.depthrange[1] = farfrac; + qglDepthRange(nearfrac, farfrac); + } +} + +void GL_PolygonOffset(float planeoffset, float depthoffset) +{ + if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset) + { + gl_state.polygonoffset[0] = planeoffset; + gl_state.polygonoffset[1] = depthoffset; + qglPolygonOffset(planeoffset, depthoffset); + } +} + +void GL_SetMirrorState(qboolean state) +{ + if(!state != !v_flipped_state) + { + // change cull face mode! + if(gl_state.cullface == GL_BACK) + qglCullFace((gl_state.cullface = GL_FRONT)); + else if(gl_state.cullface == GL_FRONT) + qglCullFace((gl_state.cullface = GL_BACK)); + } + v_flipped_state = state; +} + void GL_CullFace(int state) { - if (gl_state.cullface != state) + CHECKGLERROR + + if(v_flipped_state) { - CHECKGLERROR - if (state != GL_NONE) + if(state == GL_FRONT) + state = GL_BACK; + else if(state == GL_BACK) + state = GL_FRONT; + } + + if (state != GL_NONE) + { + if (!gl_state.cullfaceenable) { - if (!gl_state.cullfaceenable) - { - gl_state.cullfaceenable = true; - qglEnable(GL_CULL_FACE);CHECKGLERROR - } - if (gl_state.cullface != state) - { - gl_state.cullface = state; - qglCullFace(state);CHECKGLERROR - } + gl_state.cullfaceenable = true; + qglEnable(GL_CULL_FACE);CHECKGLERROR } - else + if (gl_state.cullface != state) { - if (gl_state.cullfaceenable) - { - gl_state.cullfaceenable = false; - qglDisable(GL_CULL_FACE);CHECKGLERROR - } + gl_state.cullface = state; + qglCullFace(gl_state.cullface);CHECKGLERROR + } + } + else + { + if (gl_state.cullfaceenable) + { + gl_state.cullfaceenable = false; + qglDisable(GL_CULL_FACE);CHECKGLERROR } } } @@ -648,7 +896,7 @@ void GL_ColorMask(int r, int g, int b, int a) void GL_Color(float cr, float cg, float cb, float ca) { - if (gl_state.pointer_color || gl_state.color4f[0] != cr || gl_state.color4f[1] != cg || gl_state.color4f[2] != cb || gl_state.color4f[3] != ca) + if (gl_state.pointer_color_enabled || gl_state.color4f[0] != cr || gl_state.color4f[1] != cg || gl_state.color4f[2] != cb || gl_state.color4f[3] != ca) { gl_state.color4f[0] = cr; gl_state.color4f[1] = cg; @@ -662,6 +910,11 @@ void GL_Color(float cr, float cg, float cb, float ca) void GL_LockArrays(int first, int count) { + if (count < gl_lockarrays_minimumvertices.integer) + { + first = 0; + count = 0; + } if (gl_state.lockrange_count != count || gl_state.lockrange_first != first) { if (gl_state.lockrange_count) @@ -715,9 +968,9 @@ void GL_TransformToScreen(const vec4_t in, vec4_t out) Matrix4x4_Transform4 (&backend_viewmatrix, in, temp); Matrix4x4_Transform4 (&backend_projectmatrix, temp, out); iw = 1.0f / out[3]; - out[0] = r_view.x + (out[0] * iw + 1.0f) * r_view.width * 0.5f; - out[1] = r_view.y + r_view.height - (out[1] * iw + 1.0f) * r_view.height * 0.5f; - out[2] = r_view.z + (out[2] * iw + 1.0f) * r_view.depth * 0.5f; + out[0] = r_refdef.view.x + (out[0] * iw + 1.0f) * r_refdef.view.width * 0.5f; + out[1] = r_refdef.view.y + r_refdef.view.height - (out[1] * iw + 1.0f) * r_refdef.view.height * 0.5f; + out[2] = r_refdef.view.z + (out[2] * iw + 1.0f) * r_refdef.view.depth * 0.5f; } // called at beginning of frame @@ -733,108 +986,80 @@ void R_Mesh_Start(void) GL_Backend_ResetState(); } -unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **vertexstrings_list, int fragmentstrings_count, const char **fragmentstrings_list) +qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings) { - GLint vertexshadercompiled, fragmentshadercompiled, programlinked; - GLuint vertexshaderobject, fragmentshaderobject, programobject = 0; + int shaderobject; + int shadercompiled; char compilelog[MAX_INPUTLINE]; + shaderobject = qglCreateShaderObjectARB(shadertypeenum);CHECKGLERROR + if (!shaderobject) + return false; + qglShaderSourceARB(shaderobject, numstrings, strings, NULL);CHECKGLERROR + qglCompileShaderARB(shaderobject);CHECKGLERROR + qglGetObjectParameterivARB(shaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &shadercompiled);CHECKGLERROR + qglGetInfoLogARB(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR + if (compilelog[0] && developer.integer > 0) + { + int i, j, pretextlines = 0; + for (i = 0;i < numstrings - 1;i++) + for (j = 0;strings[i][j];j++) + if (strings[i][j] == '\n') + pretextlines++; + Con_DPrintf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines); + } + if (!shadercompiled) + { + qglDeleteObjectARB(shaderobject);CHECKGLERROR + return false; + } + qglAttachObjectARB(programobject, shaderobject);CHECKGLERROR + qglDeleteObjectARB(shaderobject);CHECKGLERROR + return true; +} + +unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **vertexstrings_list, int geometrystrings_count, const char **geometrystrings_list, int fragmentstrings_count, const char **fragmentstrings_list) +{ + GLint programlinked; + GLuint programobject = 0; + char linklog[MAX_INPUTLINE]; CHECKGLERROR programobject = qglCreateProgramObjectARB();CHECKGLERROR if (!programobject) return 0; - if (developer.integer >= 100) - { - int i; - Con_Printf("Compiling shader:\n"); - if (vertexstrings_count) - { - Con_Printf("------ VERTEX SHADER ------\n"); - for (i = 0;i < vertexstrings_count;i++) - Con_Print(vertexstrings_list[i]); - Con_Print("\n"); - } - if (fragmentstrings_count) - { - Con_Printf("------ FRAGMENT SHADER ------\n"); - for (i = 0;i < fragmentstrings_count;i++) - Con_Print(fragmentstrings_list[i]); - Con_Print("\n"); - } - } + if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER_ARB, "vertex", vertexstrings_count, vertexstrings_list)) + goto cleanup; - if (vertexstrings_count) - { - vertexshaderobject = qglCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);CHECKGLERROR - if (!vertexshaderobject) - { - qglDeleteObjectARB(programobject); - CHECKGLERROR - return 0; - } - qglShaderSourceARB(vertexshaderobject, vertexstrings_count, vertexstrings_list, NULL);CHECKGLERROR - qglCompileShaderARB(vertexshaderobject);CHECKGLERROR - qglGetObjectParameterivARB(vertexshaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &vertexshadercompiled);CHECKGLERROR - qglGetInfoLogARB(vertexshaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR - if (compilelog[0]) - Con_DPrintf("vertex shader compile log:\n%s\n", compilelog); - if (!vertexshadercompiled) - { - qglDeleteObjectARB(programobject);CHECKGLERROR - qglDeleteObjectARB(vertexshaderobject);CHECKGLERROR - return 0; - } - qglAttachObjectARB(programobject, vertexshaderobject);CHECKGLERROR - qglDeleteObjectARB(vertexshaderobject);CHECKGLERROR - } +#ifdef GL_GEOMETRY_SHADER_ARB + if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER_ARB, "geometry", geometrystrings_count, geometrystrings_list)) + goto cleanup; +#endif - if (fragmentstrings_count) - { - fragmentshaderobject = qglCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);CHECKGLERROR - if (!fragmentshaderobject) - { - qglDeleteObjectARB(programobject);CHECKGLERROR - return 0; - } - qglShaderSourceARB(fragmentshaderobject, fragmentstrings_count, fragmentstrings_list, NULL);CHECKGLERROR - qglCompileShaderARB(fragmentshaderobject);CHECKGLERROR - qglGetObjectParameterivARB(fragmentshaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &fragmentshadercompiled);CHECKGLERROR - qglGetInfoLogARB(fragmentshaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR - if (compilelog[0]) - Con_DPrintf("fragment shader compile log:\n%s\n", compilelog); - if (!fragmentshadercompiled) - { - qglDeleteObjectARB(programobject);CHECKGLERROR - qglDeleteObjectARB(fragmentshaderobject);CHECKGLERROR - return 0; - } - qglAttachObjectARB(programobject, fragmentshaderobject);CHECKGLERROR - qglDeleteObjectARB(fragmentshaderobject);CHECKGLERROR - } + if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER_ARB, "fragment", fragmentstrings_count, fragmentstrings_list)) + goto cleanup; qglLinkProgramARB(programobject);CHECKGLERROR qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked);CHECKGLERROR - qglGetInfoLogARB(programobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR - if (compilelog[0]) + qglGetInfoLogARB(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR + if (linklog[0]) { - Con_DPrintf("program link log:\n%s\n", compilelog); + Con_DPrintf("program link log:\n%s\n", linklog); // software vertex shader is ok but software fragment shader is WAY // too slow, fail program if so. // NOTE: this string might be ATI specific, but that's ok because the // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a // software fragment shader due to low instruction and dependent // texture limits. - if (strstr(compilelog, "fragment shader will run in software")) + if (strstr(linklog, "fragment shader will run in software")) programlinked = false; } if (!programlinked) - { - qglDeleteObjectARB(programobject);CHECKGLERROR - return 0; - } - CHECKGLERROR + goto cleanup; return programobject; +cleanup: + qglDeleteObjectARB(programobject);CHECKGLERROR + return 0; } void GL_Backend_FreeProgram(unsigned int prog) @@ -860,14 +1085,39 @@ void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset) // renders triangles using vertices from the active arrays int paranoidblah = 0; -void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int *elements) +void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int bufferobject3i, int bufferobject3s) { unsigned int numelements = numtriangles * 3; if (numvertices < 3 || numtriangles < 1) { - Con_Printf("R_Mesh_Draw(%d, %d, %d, %8p);\n", firstvertex, numvertices, numtriangles, elements); + Con_Printf("R_Mesh_Draw(%d, %d, %d, %d, %8p, %8p, %i, %i);\n", firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, bufferobject3i, bufferobject3s); return; } + if (!gl_mesh_prefer_short_elements.integer) + { + if (element3i) + element3s = NULL; + if (bufferobject3i) + bufferobject3s = 0; + } + if (element3i) + element3i += firsttriangle * 3; + if (element3s) + element3s += firsttriangle * 3; + switch (gl_vbo.integer) + { + default: + case 0: + case 2: + bufferobject3i = bufferobject3s = 0; + break; + case 1: + break; + case 3: + if (firsttriangle) + bufferobject3i = bufferobject3s = 0; + break; + } CHECKGLERROR r_refdef.stats.meshes++; r_refdef.stats.meshes_elements += numelements; @@ -875,18 +1125,25 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int * { unsigned int i, j, size; const int *p; + // note: there's no validation done here on buffer objects because it + // is somewhat difficult to get at the data, and gl_paranoid can be + // used without buffer objects if the need arises + // (the data could be gotten using glMapBuffer but it would be very + // slow due to uncachable video memory reads) if (!qglIsEnabled(GL_VERTEX_ARRAY)) Con_Print("R_Mesh_Draw: vertex array not enabled\n"); CHECKGLERROR - for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++) - paranoidblah += *p; - if (gl_state.pointer_color) + if (gl_state.pointer_vertex) + for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++) + paranoidblah += *p; + if (gl_state.pointer_color_enabled) { if (!qglIsEnabled(GL_COLOR_ARRAY)) Con_Print("R_Mesh_Draw: color array set but not enabled\n"); CHECKGLERROR - for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++) - paranoidblah += *p; + if (gl_state.pointer_color && gl_state.pointer_color_enabled) + for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++) + paranoidblah += *p; } for (i = 0;i < backendarrayunits;i++) { @@ -896,16 +1153,31 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int * if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY)) Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n"); CHECKGLERROR - for (j = 0, size = numvertices * gl_state.units[i].arraycomponents, p = (int *)((float *)gl_state.units[i].pointer_texcoord + firstvertex * gl_state.units[i].arraycomponents);j < size;j++, p++) - paranoidblah += *p; + if (gl_state.units[i].pointer_texcoord && gl_state.units[i].arrayenabled) + for (j = 0, size = numvertices * gl_state.units[i].arraycomponents, p = (int *)((float *)gl_state.units[i].pointer_texcoord + firstvertex * gl_state.units[i].arraycomponents);j < size;j++, p++) + paranoidblah += *p; } } - for (i = 0;i < (unsigned int) numtriangles * 3;i++) + if (element3i) { - if (elements[i] < firstvertex || elements[i] >= firstvertex + numvertices) + for (i = 0;i < (unsigned int) numtriangles * 3;i++) + { + if (element3i[i] < firstvertex || element3i[i] >= firstvertex + numvertices) + { + Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3i array\n", element3i[i], firstvertex, firstvertex + numvertices); + return; + } + } + } + if (element3s) + { + for (i = 0;i < (unsigned int) numtriangles * 3;i++) { - Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in elements list\n", elements[i], firstvertex, firstvertex + numvertices); - return; + if (element3s[i] < firstvertex || element3s[i] >= firstvertex + numvertices) + { + Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3s array\n", element3s[i], firstvertex, firstvertex + numvertices); + return; + } } } CHECKGLERROR @@ -915,35 +1187,36 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int * CHECKGLERROR if (gl_mesh_testmanualfeeding.integer) { - unsigned int i, j; + unsigned int i, j, element; const GLfloat *p; qglBegin(GL_TRIANGLES); for (i = 0;i < (unsigned int) numtriangles * 3;i++) { + element = element3i ? element3i[i] : element3s[i]; for (j = 0;j < backendarrayunits;j++) { - if (gl_state.units[j].pointer_texcoord) + if (gl_state.units[j].pointer_texcoord && gl_state.units[j].arrayenabled) { if (backendarrayunits > 1) { if (gl_state.units[j].arraycomponents == 4) { - p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 4; + p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 4; qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]); } else if (gl_state.units[j].arraycomponents == 3) { - p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3; + p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 3; qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]); } else if (gl_state.units[j].arraycomponents == 2) { - p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2; + p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 2; qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]); } else { - p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 1; + p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 1; qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]); } } @@ -951,33 +1224,33 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int * { if (gl_state.units[j].arraycomponents == 4) { - p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 4; + p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 4; qglTexCoord4f(p[0], p[1], p[2], p[3]); } else if (gl_state.units[j].arraycomponents == 3) { - p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 3; + p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 3; qglTexCoord3f(p[0], p[1], p[2]); } else if (gl_state.units[j].arraycomponents == 2) { - p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 2; + p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 2; qglTexCoord2f(p[0], p[1]); } else { - p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 1; + p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 1; qglTexCoord1f(p[0]); } } } } - if (gl_state.pointer_color) + if (gl_state.pointer_color && gl_state.pointer_color_enabled) { - p = ((const GLfloat *)(gl_state.pointer_color)) + elements[i] * 4; + p = ((const GLfloat *)(gl_state.pointer_color)) + element * 4; qglColor4f(p[0], p[1], p[2], p[3]); } - p = ((const GLfloat *)(gl_state.pointer_vertex)) + elements[i] * 3; + p = ((const GLfloat *)(gl_state.pointer_vertex)) + element * 3; qglVertex3f(p[0], p[1], p[2]); } qglEnd(); @@ -987,22 +1260,74 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int * { int i; qglBegin(GL_TRIANGLES); - for (i = 0;i < numtriangles * 3;i++) + if (element3i) + { + for (i = 0;i < numtriangles * 3;i++) + qglArrayElement(element3i[i]); + } + else if (element3s) { - qglArrayElement(elements[i]); + for (i = 0;i < numtriangles * 3;i++) + qglArrayElement(element3s[i]); } qglEnd(); CHECKGLERROR } - else if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) + else if (bufferobject3s) { - qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_INT, elements); - CHECKGLERROR + GL_BindEBO(bufferobject3s); + if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) + { + qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3]))); + CHECKGLERROR + } + else + { + qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3]))); + CHECKGLERROR + } } - else + else if (bufferobject3i) { - qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements); - CHECKGLERROR + GL_BindEBO(bufferobject3i); + if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) + { + qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3]))); + CHECKGLERROR + } + else + { + qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3]))); + CHECKGLERROR + } + } + else if (element3s) + { + GL_BindEBO(0); + if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) + { + qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_SHORT, element3s); + CHECKGLERROR + } + else + { + qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s); + CHECKGLERROR + } + } + else if (element3i) + { + GL_BindEBO(0); + if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) + { + qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_INT, element3i); + CHECKGLERROR + } + else + { + qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i); + CHECKGLERROR + } } } } @@ -1064,6 +1389,76 @@ void R_Mesh_Finish(void) qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR } +int R_Mesh_CreateStaticBufferObject(unsigned int target, void *data, size_t size, const char *name) +{ + gl_bufferobjectinfo_t *info; + GLuint bufferobject; + + if (!gl_vbo.integer) + return 0; + + qglGenBuffersARB(1, &bufferobject); + switch(target) + { + case GL_ELEMENT_ARRAY_BUFFER_ARB: GL_BindEBO(bufferobject);break; + case GL_ARRAY_BUFFER_ARB: GL_BindVBO(bufferobject);break; + default: Sys_Error("R_Mesh_CreateStaticBufferObject: unknown target type %i\n", target);return 0; + } + qglBufferDataARB(target, size, data, GL_STATIC_DRAW_ARB); + + info = Mem_ExpandableArray_AllocRecord(&gl_bufferobjectinfoarray); + memset(info, 0, sizeof(*info)); + info->target = target; + info->object = bufferobject; + info->size = size; + strlcpy(info->name, name, sizeof(info->name)); + + return (int)bufferobject; +} + +void R_Mesh_DestroyBufferObject(int bufferobject) +{ + int i, endindex; + gl_bufferobjectinfo_t *info; + + qglDeleteBuffersARB(1, (GLuint *)&bufferobject); + + endindex = Mem_ExpandableArray_IndexRange(&gl_bufferobjectinfoarray); + for (i = 0;i < endindex;i++) + { + info = Mem_ExpandableArray_RecordAtIndex(&gl_bufferobjectinfoarray, i); + if (!info) + continue; + if (info->object == bufferobject) + { + Mem_ExpandableArray_FreeRecord(&gl_bufferobjectinfoarray, (void *)info); + break; + } + } +} + +void GL_Mesh_ListVBOs(qboolean printeach) +{ + int i, endindex; + size_t ebocount = 0, ebomemory = 0; + size_t vbocount = 0, vbomemory = 0; + gl_bufferobjectinfo_t *info; + endindex = Mem_ExpandableArray_IndexRange(&gl_bufferobjectinfoarray); + for (i = 0;i < endindex;i++) + { + info = Mem_ExpandableArray_RecordAtIndex(&gl_bufferobjectinfoarray, i); + if (!info) + continue; + switch(info->target) + { + case GL_ELEMENT_ARRAY_BUFFER_ARB: ebocount++;ebomemory += info->size;if (printeach) Con_Printf("EBO #%i %s = %i bytes\n", info->object, info->name, (int)info->size);break; + case GL_ARRAY_BUFFER_ARB: vbocount++;vbomemory += info->size;if (printeach) Con_Printf("VBO #%i %s = %i bytes\n", info->object, info->name, (int)info->size);break; + default: Con_Printf("gl_vbostats: unknown target type %i\n", info->target);break; + } + } + Con_Printf("vertex buffers: %i element buffers totalling %i bytes (%.3f MB), %i vertex buffers totalling %i bytes (%.3f MB), combined %i bytes (%.3fMB)\n", (int)ebocount, (int)ebomemory, ebomemory / 1048576.0, (int)vbocount, (int)vbomemory, vbomemory / 1048576.0, (int)(ebomemory + vbomemory), (ebomemory + vbomemory) / 1048576.0); +} + void R_Mesh_Matrix(const matrix4x4_t *matrix) { if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t))) @@ -1077,52 +1472,72 @@ void R_Mesh_Matrix(const matrix4x4_t *matrix) } } -void R_Mesh_VertexPointer(const float *vertex3f) +void R_Mesh_VertexPointer(const float *vertex3f, int bufferobject, size_t bufferoffset) { - if (gl_state.pointer_vertex != vertex3f) + if (!gl_vbo.integer) + bufferobject = 0; + if (gl_state.pointer_vertex != vertex3f || gl_state.pointer_vertex_buffer != bufferobject || gl_state.pointer_vertex_offset != bufferoffset) { gl_state.pointer_vertex = vertex3f; + gl_state.pointer_vertex_buffer = bufferobject; + gl_state.pointer_vertex_offset = bufferoffset; CHECKGLERROR - qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), gl_state.pointer_vertex); - CHECKGLERROR + GL_BindVBO(bufferobject); + qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), bufferobject ? (void *)bufferoffset : vertex3f);CHECKGLERROR } } -void R_Mesh_ColorPointer(const float *color4f) +void R_Mesh_ColorPointer(const float *color4f, int bufferobject, size_t bufferoffset) { - if (gl_state.pointer_color != color4f) + // note: this can not rely on bufferobject to decide whether a color array + // is supplied, because surfmesh_t shares one vbo for all arrays, which + // means that a valid vbo may be supplied even if there is no color array. + if (color4f) { - CHECKGLERROR - if (!gl_state.pointer_color) + if (!gl_vbo.integer) + bufferobject = 0; + // caller wants color array enabled + if (!gl_state.pointer_color_enabled) { + gl_state.pointer_color_enabled = true; + CHECKGLERROR qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR } - else if (!color4f) + if (gl_state.pointer_color != color4f || gl_state.pointer_color_buffer != bufferobject || gl_state.pointer_color_offset != bufferoffset) + { + gl_state.pointer_color = color4f; + gl_state.pointer_color_buffer = bufferobject; + gl_state.pointer_color_offset = bufferoffset; + CHECKGLERROR + GL_BindVBO(bufferobject); + qglColorPointer(4, GL_FLOAT, sizeof(float[4]), bufferobject ? (void *)bufferoffset : color4f);CHECKGLERROR + } + } + else + { + // caller wants color array disabled + if (gl_state.pointer_color_enabled) { + gl_state.pointer_color_enabled = false; + CHECKGLERROR qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR // when color array is on the glColor gets trashed, set it again qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR } - gl_state.pointer_color = color4f; - qglColorPointer(4, GL_FLOAT, sizeof(float[4]), gl_state.pointer_color);CHECKGLERROR } } -void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord) +void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord, int bufferobject, size_t bufferoffset) { gltextureunit_t *unit = gl_state.units + unitnum; // update array settings CHECKGLERROR + // note: there is no need to check bufferobject here because all cases + // that involve a valid bufferobject also supply a texcoord array if (texcoord) { - // texcoord array - if (unit->pointer_texcoord != texcoord || unit->arraycomponents != numcomponents) - { - unit->pointer_texcoord = texcoord; - unit->arraycomponents = numcomponents; - GL_ClientActiveTexture(unitnum); - qglTexCoordPointer(unit->arraycomponents, GL_FLOAT, sizeof(float) * unit->arraycomponents, unit->pointer_texcoord);CHECKGLERROR - } + if (!gl_vbo.integer) + bufferobject = 0; // texture array unit is enabled, enable the array if (!unit->arrayenabled) { @@ -1130,6 +1545,17 @@ void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, co GL_ClientActiveTexture(unitnum); qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } + // texcoord array + if (unit->pointer_texcoord != texcoord || unit->pointer_texcoord_buffer != bufferobject || unit->pointer_texcoord_offset != bufferoffset || unit->arraycomponents != numcomponents) + { + unit->pointer_texcoord = texcoord; + unit->pointer_texcoord_buffer = bufferobject; + unit->pointer_texcoord_offset = bufferoffset; + unit->arraycomponents = numcomponents; + GL_ClientActiveTexture(unitnum); + GL_BindVBO(bufferobject); + qglTexCoordPointer(unit->arraycomponents, GL_FLOAT, sizeof(float) * unit->arraycomponents, bufferobject ? (void *)bufferoffset : texcoord);CHECKGLERROR + } } else { @@ -1538,6 +1964,8 @@ void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum) } } +static const double gl_identitymatrix[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1}; + void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix) { gltextureunit_t *unit = gl_state.units + unitnum; @@ -1551,8 +1979,8 @@ void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix) unit->matrix = *matrix; CHECKGLERROR Matrix4x4_ToArrayDoubleGL(&unit->matrix, glmatrix); - qglMatrixMode(GL_TEXTURE);CHECKGLERROR GL_ActiveTexture(unitnum); + qglMatrixMode(GL_TEXTURE);CHECKGLERROR qglLoadMatrixd(glmatrix);CHECKGLERROR qglMatrixMode(GL_MODELVIEW);CHECKGLERROR } @@ -1563,9 +1991,10 @@ void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix) if (unit->texmatrixenabled) { unit->texmatrixenabled = false; + unit->matrix = identitymatrix; CHECKGLERROR - qglMatrixMode(GL_TEXTURE);CHECKGLERROR GL_ActiveTexture(unitnum); + qglMatrixMode(GL_TEXTURE);CHECKGLERROR qglLoadIdentity();CHECKGLERROR qglMatrixMode(GL_MODELVIEW);CHECKGLERROR } @@ -1643,9 +2072,9 @@ void R_Mesh_TextureState(const rmeshstate_t *m) for (i = 0;i < backendarrayunits;i++) { if (m->pointer_texcoord3f[i]) - R_Mesh_TexCoordPointer(i, 3, m->pointer_texcoord3f[i]); + R_Mesh_TexCoordPointer(i, 3, m->pointer_texcoord3f[i], m->pointer_texcoord_bufferobject[i], m->pointer_texcoord_bufferoffset[i]); else - R_Mesh_TexCoordPointer(i, 2, m->pointer_texcoord[i]); + R_Mesh_TexCoordPointer(i, 2, m->pointer_texcoord[i], m->pointer_texcoord_bufferobject[i], m->pointer_texcoord_bufferoffset[i]); } for (i = 0;i < backendunits;i++) { @@ -1735,9 +2164,10 @@ void R_Mesh_ResetTextureState(void) if (unit->texmatrixenabled) { unit->texmatrixenabled = false; + unit->matrix = identitymatrix; CHECKGLERROR - qglMatrixMode(GL_TEXTURE);CHECKGLERROR GL_ActiveTexture(unitnum); + qglMatrixMode(GL_TEXTURE);CHECKGLERROR qglLoadIdentity();CHECKGLERROR qglMatrixMode(GL_MODELVIEW);CHECKGLERROR } @@ -1779,17 +2209,3 @@ void R_Mesh_ResetTextureState(void) } } } - -void R_Mesh_Draw_ShowTris(int firstvertex, int numvertices, int numtriangles, const int *elements) -{ - CHECKGLERROR - qglBegin(GL_LINES); - for (;numtriangles;numtriangles--, elements += 3) - { - qglArrayElement(elements[0]);qglArrayElement(elements[1]); - qglArrayElement(elements[1]);qglArrayElement(elements[2]); - qglArrayElement(elements[2]);qglArrayElement(elements[0]); - } - qglEnd(); - CHECKGLERROR -}